I’ve done a few searches on the forum and noticed that a few people have been successfully using Bass with Unity, so I thought I’d try my luck and see if anyone could help me out as I’m all out of ideas at this point.
I’m attempting to use the channel synching features of Bass.Net to playback samples in time with one another. I’ve successfully written a C# .Net 2.0 Console application that carries out this behaviour perfectly using Bass.Net and I thought it would be a relatively trivial task to port it over to Unity.
It seems I was wrong!
Here’s my method:
- Create a Bass Mixer Stream as the main timeline
- Add the audio streams to the mixer as channels in a paused state
- Setup the SYNCPROC to callback when the main timeline reaches a certain point.
- In the SYNCPROC function reset the position of main timeline to the start, so as to call the SYNCPROC function again at the set point in the main timeline
By carrying out some Console debugging it seems that it’s some point after 4 that my problems seem to arise.
The Unity Editor crashes abruptly with no warning whatsoever. There is nothing in the Editor.log’s out of the ordinary, apart from once I did find this quite vague exception at the end of a relevant Editor.log:
If anyone has had any experience with Bass and Unity or any advice using plugins in general, I’d love to hear from you.
Thanks,
Luke